They can barricade windows and doors using a hammer and wood (*prop*, means that you carry it like a gas tank)They can make a more powerful pipe bomb ( welding a pipe bomb / granade in a propane tank )They can make a mine ( using pipe bomb / grenade + ativator *prop* )They can make a homemade molotov ( Bottle + Gas of a gas tank wich will set less things in flame )

Becarful for each path...Sometimes your easy way to the saferoom can be crowned with alot of zombies, or you path to the shortcut can be blocked, or the gunstore can have a tank, or a sugar truck crashed in front of the hospital and atracted 5 witches.You will never Know what is behind the corner, what is behind the door.

Weapon mods

Like the laser sight, L4d3 have some mods for your weapons ! See bellow

Laser Sight - Increase hip-fire accurate

Supression - Shots are silenced, less recoil and less damage

Brute Barrel - less bullet spread, more recoil, less damage penalty from ranges.

Zen Barrel - more bullet spread, less recoil, more damage penalty from ranges.

M1 - DefaultM2 - Aim Down the Sight ( It is just a zoom, but your aim flinch less when suffering damage and a little of the recoil is reduced )Middle mouse - NothingF - Melee ( Riffle Butting )B - Chance the current weapon modsR - Reload and do the pump action / bolt action after shoting with some weaponsE - Interact / pickup item

How about the infecteds ?

Each Infected now have a bonus special abillity. This part is based in a discussion, I dont remeder what is that discussion. So I cant give any credits, I am sorry :(

(note that the m1 and m2 have 2 different reloading bars, but there is a cooldown after using one ability infecteds cant use the other for 3 secounds, unless the hunter)

Charger

Passive - can not be knocked by a survivor, can not be killed with one hit off a melee.

Mouse 1 - Charge !! ( The charge now can move cars and stuff, but cars moved by the charger just do 5 damage and do knockback for the suvivor, Always Destroy doors and barricades )

Mouse 2 - Earthquake Punch : do a 2 secounds animation of the charger punching the floor, knockbacking every survivor and zombie close to him, if he do the punch above a downed survivor the survivor will receive a massive damage off 50-75.

Passive - Explode in a smoke clound on death ( smoke clound slowd down survivors )

Mouse 1 - Tongue on the survivor : no description needeed

Mouse 2 - Tongue on the weapon : trown your tongue into the weapon of the survivor and pull it off his hands

F - Normal Clawn : do x Damage and have 25% chance of making the player bleed ( bleed is when 5% of the stationary health from survivor transform into a non stationary health {health gained by the pills ins a non stationary health}

Spitter

Passive - let a small spitt on death

Mouse 1 - Normal Spitt ( spitting directly in a survivor or zombie will knockback it and do 5 of damage, can not knockback chargers )

Mouse 2 - Sticky Spitt : any Survivor walking in this spitt will be slowed down.

F - Normal Clawn : do x Damage and have 25% chance of making the player bleed

Hunter

Passive - 100% silenced when not crounching

Mouse 1 + Ctrl - Jump into the enemy

Mouse 2 - Bordering and Livewall Jumping : bordering is when the hunter stick into the border of a building or something like that ( like l4d1 intro )Livewall Jumping is when you use a survivor or zombie to wall jump, in livewall the survivor or zombie is the wall ! When holding M2 the hunter will not pouce the survivor.

F - Hunter Clawn : do x damage and when crounched do x bonus damage and have 25% chance of making the player bleed

Jockey

Passive - common infections will focus in any survivor who you do any damage, jockeys are small so you can enter in some holes withount crouching {jockeys cannot crouch}

M1 - No changes lel

M2 - Run : Jockey runs at a giant speed, then he jumps on the survivor. ^ ^Survivor ^ ^The Jockey will keep the momentum, will do longer jumps and if the jump hit a survivor the jockey will be forced to go to straight and with plus speed ( superior than a full health survivor) for some secounds

Conclusion

After 9 years 4 hours of development hopefully it will be worth the wait!!!And I am sorry for my bad english... :3 Please comment , hate rate this post and speak some ideads too :D

I'd rather just keep it like how it is. New levels, zombies, maybe a new character or two. What you're suggesting is what looks like to me, a complete overhaul incorporating DayZ, and Payday 2 mechanics. The game is supposed to be arcadey, not a slow survival. Aiming down sights with every weapon doesn't feel right to me in L4D. Hitting R to pump a gun or chamber a new bullet is neat, but seems really tedious. Also why do you need a map? The sections between each safehouse aren't that big anyways.

It would still highly affect the l4d universe and change many gameplay mechanics that we all have grown to love.

And how about the resources ? Weapon mods ? New infected Skills ?

Some of the new infected skill seem just a little too situational to be needed, like the boomer's healing vomit, for example, most infected Die in 1 or 2 hits save the witch and tank, and puking on them still seems not as good as just puking on the survivors and attracting a horde.

Some of the new infected skill seem just a little too situational to be needed, like the boomer's healing vomit, for example, most infected Die in 1 or 2 hits save the witch and tank, and puking on them still seems not as good as just puking on the survivors and attracting a horde.

Some of the new infected skill seem just a little too situational to be needed, like the boomer's healing vomit, for example, most infected Die in 1 or 2 hits save the witch and tank, and puking on them still seems not as good as just puking on the survivors and attracting a horde.

I cant see any other secoundary skill for the boomer

Thats because its the only ability boomer needs to be useful, is to attract hordes and blind players.